DEADLOCK(VIDEO)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: DEADLOCK(VIDEO)
What I did is use the setactorposition for the camera that I have placed between the characters and used getactorx to create a space between them. If one character moves forward or away from the other character, then the camera will then try to set itself in the middle so as long the two characters are facing one another.
Last edited by Dynama on Sun Feb 12, 2017 6:39 pm, edited 1 time in total.
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Re: DEADLOCK(VIDEO)
I think it looks cool, you should try to replace the distant island textures with map geometry, but that's just my opinion.
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Re: DEADLOCK(VIDEO)
Regarding the camera, this formula would work:
Camera X = (Player 1 X + Player 2 X) / 2
This will keep the camera centered between the 2 players. But I'm sure you're already doing that.
You'll still need to find a way to make sure the 2 players can't wander off the camera bounds though. Or if you're feeling adventurous, you can code it so that the farther the players stray from each other, the more the camera gets pulled back (zoom OUT), revealing more of the arena... I think this is how it works in commercial 3D fighting games.
Project looks interesting!
Camera X = (Player 1 X + Player 2 X) / 2
This will keep the camera centered between the 2 players. But I'm sure you're already doing that.
You'll still need to find a way to make sure the 2 players can't wander off the camera bounds though. Or if you're feeling adventurous, you can code it so that the farther the players stray from each other, the more the camera gets pulled back (zoom OUT), revealing more of the arena... I think this is how it works in commercial 3D fighting games.
Project looks interesting!
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Re: DEADLOCK(VIDEO)
Doesn't the video say that it's already done?
Usually fighting games use the mix of both - they will zoom in/out depending on how close the players are to each other, but will not allow them to wander too far away from each other, so as to prevent zoning characters being silly and pinning down melee characters across the entire map.
EDIT: the way floor texture on that screenshot tiles is weird, might want to fix that somehow
Usually fighting games use the mix of both - they will zoom in/out depending on how close the players are to each other, but will not allow them to wander too far away from each other, so as to prevent zoning characters being silly and pinning down melee characters across the entire map.
EDIT: the way floor texture on that screenshot tiles is weird, might want to fix that somehow
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Re: DEADLOCK(VIDEO)
What hexaDoken said, the reason why I didn't put it that far was because the fact that zoning characters(characters who have a move set of shooting projectiles) usually get the upper hand and keep good distance so that their opponent doesn't get near them to get a few blows in and to me that's doesn't seem fair. Yea I understand that they are built for it, but the problem that most fighting games have is the fact people are able to get with winning an entire match just by spamming their special. Just yesterday I was playing injustice and some butt munch was playing as deathstroke and he was using his guns and one the match against me. I kept it at a minimum for now.
Also i made an actor that has a large height and I made it so that none of the characters can even pass it
Also I edited the ground right after I made the video so it's good.
Also i made an actor that has a large height and I made it so that none of the characters can even pass it
Also I edited the ground right after I made the video so it's good.
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Re: DEADLOCK(VIDEO)
Nash wrote:Regarding the camera, this formula would work:
Camera X = (Player 1 X + Player 2 X) / 2
This will keep the camera centered between the 2 players. But I'm sure you're already doing that.
You'll still need to find a way to make sure the 2 players can't wander off the camera bounds though. Or if you're feeling adventurous, you can code it so that the farther the players stray from each other, the more the camera gets pulled back (zoom OUT), revealing more of the arena... I think this is how it works in commercial 3D fighting games.
Project looks interesting!
Killers instinct use that, if i remember; the Thunder stage or Spinal arena. On my mk was different: i used a static camera, and the floor move 3 actors: arena floor, arena middle font and arena sky font, also the floor were the characters are fighting, move to left or right depending the direcction of the damages/moves creating the ilusion of a "moving camera". The impassable lines of the corners was added too.
Last edited by DOOMERO-21 on Wed May 07, 2014 2:30 pm, edited 1 time in total.
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Re: DEADLOCK(VIDEO)
^ Well yeah I was mostly thinking of Killer Instict Gold for the N64 when I wrote my post... 2D characters with 3D levels!
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Re: DEADLOCK(VIDEO)(Taking Requests for some fighters)
Hey guys I am back I have considered alot with this project with whom I should add and I was thinking of doing a capcom vs snk crossover game
I am also gonna add at least 10 other characters from other games as welp extras if anyone has any request on who they want in this mod I am more than happy to listen
I am also gonna add at least 10 other characters from other games as welp extras if anyone has any request on who they want in this mod I am more than happy to listen
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Re: DEADLOCK(VIDEO)
This is pretty freakin' neato. You got any plans for how the fighting system's gonna work?
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Re: DEADLOCK(VIDEO)
Yea I have. I have took some ideas from a couple of games like thisHome32 wrote:This is pretty freakin' neato. You got any plans for how the fighting system's gonna work?
Even thou the game was very obscure, I do like the gameplay that it has and how fast pace it is
basing most of my fighting mechanics on CvS2
and there was one video that I was looking at and I was interested in it because it used a mixture of killer instinct mechanics with street fighter, but the thing about killer instinct is that the combo system is highly complex in my opinion
so I decided to simply it